Case study
sigglue on 20 Dec 2005 11:00 GMT |
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A method of learning about a complex instance through extensive description and contextual analysis. Usually document collects data, analyses study and information, reports results, explores similar situations as well as looks at extensively in future research.
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| Good Practice |
1. Järrinen,A., Helio,S.,Mäyrä,F. Communication and Community in Digital Entertainment Services (2002), ISSN 1458-9974,
(http://www.tampub.uta.fi/tup/951-44-5432-4.pdf )
2. Pivec,M., Koubek,A., Dondi,C. (Eds.) Guidelines for Game-Based Learning, (2004) ISBN 3-89967-193-7 , Pabst Science
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| Reference |
Yin, Robert K. (2002). Case Study Research: Design and Methods. Beverly Hills, CA: Sage Publications, Inc.
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Collaborative learning
Posted by sigglue on 20 Dec 2005 11:00 GMT |
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“…a coordinated, synchronous activity that is the result of a continued attempt to construct and maintain a shared conception of a problem” (pp. 235). Collaboration requires a conscious, continued effort of coordination, which does not happen with copresence
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| Reference |
Teasley, S. D. and Roschelle, J. (1993). Constructing a Joined Problem Space: The computer as a tool for sharing knowledge. In: Lajoie, S.P. and Derry, S.D. (Eds.): Computers as Cognitive Tools. Hillsdale, NJ: Erlbaum, pp. 229 - 258.
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Community of Practice
Posted by sigglue on 20 Dec 2005 11:00 GMT |
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Communities of practice (CoP), as discussed by Etienne Wenger (1998), provide an environment that facilitates both openness, and participation and have been adopted in our theoretical model. They offer their members a social environment where people can exchange and construct knowledge, have a common language (jargon), share specific tools and knowledge resources and adopt a common way of doing things. Members of a CoP work together, develop ideas, achieve common tasks, discuss the past and the future and thus develop and sustain mutual relationships (Preece, 2000 and Wenger, 1998). A CoP can also be nurtured in the virtual world where the emphasis lies on social interaction mediated by current ICTs, usually reffered to as Virtual Community of Practice.
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| Good Practice |
VirRAD: Virtual Radiopharmacy (http://community.virrad.eu.org/)
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| Reference |
1. Preece, J. (2000). Online Communities: Designing Usability, Supporting Sociability, John Wiley & Sons Ltd.
2. Wenger, E.(1998). Communities of Practice: Learning, Meaning and Identity. Cambridge: Cambridge University Press.
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Community – based learning
Posted by sigglue on 20 Dec 2005 11:00 GMT |
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instructional activity where collaborative effort of all community members, such as faculty, administration, community experts, provide students the opportunities for community involvement and hands on research in the classroom.
Supporting by faculty members and community leaders, students develop research projects, collect and analyze data, and share their results with the organizations and agencies that need the information, as well as with their trainers.
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| Good Practice |
1. e−Learning WMZ (http://wmz.caritas-graz.at)
2. Change2IT (http://www.change2it.com/pls/multitrain/dr.fmain)
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Computer game
Posted by sigglue on 20 Dec 2005 11:00 GMT |
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The game which is played using computer in particular personal computer.
The general distinction between a computer game and a video game, that the computer game is played on the personal computer ; in that time the video game is played on the computer that is specialised for game playing, called a video game console
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| Good Practice |
1. Global Infectious Diseases and Epidemiology (GIDEON) (http://www.cdc.gov/ncidod/eid/vol7no3_supp/berger.htm )
2. Geology Explorer (http://oit.cs.ndsu.nodak.edu/menu/home.ie.htm)
3. 3D Embryo - INTERACTIVE 3D ANIMATION FOR THE WEB IN MEDICAL EDUCATION (Karolinska Institutet)
4. The House of Democracy (Olof Palmes International Centre)
5. Zapitalism (http://www.lavamind.com/zap.html
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